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{{Infobox faction
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| name = Baradin's Wardens
{{for|related articles|:Category:Shamans}}
 
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| image = BW banner.jpg
{{for|the correct spelling and more on the word|spelling of shaman}}
 
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| membership =
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| pop =
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| races = {{Race|Human}}
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| base = [[Tol Barad Peninsula]]
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| leader = {{NPC||Commander Marcus Johnson}}, {{npc||Duke Reginald Baradin II}} (formerly)
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| leaders =
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| faction = Alliance
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| rewards = [[Reins of the Drake of the West Wind]]
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| currency =
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| tokens =
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| quartermaster = [[Quartermaster Brazie]]
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| tabard =
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| status =
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| affiliation = [[Kul Tiras]] (presumed), Survivors of nation of Tol Barad (speculated)}}
   
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The '''Baradin's Wardens''' are the [[Alliance]] faction on [[Tol Barad]], who are fighting the Horde-aligned [[Hellscream's Reach]] for control of the prison island.
[[File:Swagdog_Custom_T-shirt_Shaman_Class_Icon.jpg| thumb| New Class Icon]]
 
The '''shaman''' is a hybrid [[class]]. Thus, depending on how players choose to customize their character's talents, they can specialize in offensive spellcasting, melee damage dealing, or healing. As such, the class is considered one of the most adaptable and versatile in the game. Also, shamans can provide support to a group in the form of stationary [[Shaman totem|totems]], of which when placed on the ground by the shaman, either provides various benefits to party members, or deal damage to enemies, of which the range is determined by the totem placed.
 
   
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Once led by [[Duke Reginald Baradin II]], this fierce army has historic ties to the island stronghold of Tol Barad. They have joined the forces of the Alliance in an effort to repel the Horde invaders and gain control of this strategic island.<ref>http://cata.wowhead.com/faction=1177</ref>
==Background==
 
{{seealso|Shaman (Warcraft III)}}
 
[[File:Shamanwc3.gif|frame|Shaman unit from ''Warcraft III''.]]
 
   
  +
When in control of Tol Barad, the Baradin's Wardens will offer additional daily quests.
Shamans are spiritual visionaries of tribes and clans. These gifted warriors who can see into the world of spirits and communicate with creatures invisible to eyes of normal beings. They are beset by visions of the future and use their sight to guide their people through troubled times. Although the shaman may seem wise and serene at first glance, he is a formidable foe; when angered, his wrath is as fierce as those who have a connection to [[Eternals]] or nature.<ref>''[[World of Warcraft: The Roleplaying Game]]'', pg 71</ref>
 
   
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According to an early beta screenshot of the [[Eastern Earthshrine]], the Baradin's Wardens wore [[Kul Tiras]] tabards.<ref>[http://www.wowpedia.org/File:TolBaradPortalSWBeta.jpg Beta screenshot of Baradin's Wardens in Eastern Earthshrine]</ref> Since then, they now have their own tabard, making their connection with Kul Tiras uncertain. On the other hand, Tol Barad was last known to under Kul Tiras control, and are seen standing beside a [[Theramore]] banner which is heavilly based upon the Kul Tiras flag, due to the influence of [[Jaina Proudmoore|Jaina Proudmoore's]] heritage.
===History===
 
Shamanism has existed since the sapient races first discovered the power of the elements of Earth, Air, Fire, and Water. On [[Draenor]], now shattered [[Outland]], the [[orcs]] were shamanistic; on [[Azeroth (world)|Azeroth]], [[trolls]] and [[tauren]] were shamanistic. Though shamanism on Azeroth flourished and still continues to, shamanism on [[Draenor]] was all but extinct by the time of the great crossing of the [[Horde]] into Azeroth via the [[Dark Portal]]. The greatest and yet some of the most vilified orcs were once shaman; [[Zuluhed the Whacked]], [[Ner'zhul]], and even [[Gul'dan]] were all previously shaman. However, [[Kil'jaeden]], current lord over the [[Burning Legion]], distorted the shaman's connection with their spirits in the sacred mountain of [[Oshu'gun]], himself taking on the form of the shaman's ancestors to convince the shaman (who held much political sway in the [[orcish]] culture) that the [[Draenei]] were the enemy. The ensuing massacres upon several Draenei hunting parties offended the spirits, who eventually denied the shaman their powers.
 
   
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==Known members==
All was set for the transition.
 
   
  +
'''Tol Barad Peninsula''' (Contested)
Cut off from their elemental powers, the former shamans turned to the more efficient and masterful powers of the Burning Legion, becoming [[Warlock]]s. Though many tried to hang onto their roots, it was impossible. Even [[Drek'Thar]] was sucked into the dark magics, though he later repented and to this day has never forgiven himself for the acceptance of the demonic corruption that plagues himself and the orc race. [[Ner'zhul]] was the warlock who created the portals from Draenor to many other worlds. The many portals ripped Draenor apart creating the ravaged land of [[Outland]]. He repented but was dragged back into the fold by [[Kil'jaeden]] who promised him an endless existence of suffering and pain if he did not serve the Legion. [[Ner'zhul]] accepted this second chance at serving the Legion and was changed into the mighty being the [[Lich King]] and currently inhabits the body of [[Arthas Menethil]] his first and most powerful of the second generation of [[Death knight]]s.
 
   
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*{{NPC|Alliance|Commander Marcus Johnson}}
Shamanism in the orcs was all but extinct until [[Thrall]], the son of the deceased [[Durotan]] and future chieftain of the [[Frostwolf]] clan, grabbed hold of the reins of [[Warchief]] of the [[New Horde]] ushering in a new generation of shamanism, breaking the crippling lethargy of the captive orcs and outlawing the dark magic of the Burning Legion. At the time of the [[internment camps]], a shaman was a derogatory term for someone who told fantastical and unbelievable stories.<ref>''[[Lord of the Clans]]'', pg 98</ref> Shamanism is now at its peak though, as the New Horde itself is led by a shaman of great power in the new orcish kingdom of [[Durotar]].
 
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*{{NPC|Alliance|Lieutenant Farnsworth}}
  +
*{{NPC|Alliance|Sergeant Gray}}
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*{{NPC|Alliance|Camp Coordinator Brack}}
  +
*{{NPC|Alliance|Quartermaster Brazie|Baradin's Wardens Quartermaster}}
   
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'''Tol Barad''' (PvP)
==Overview==
 
The shaman class was originally only available to three of the [[Horde]] races: [[tauren]], [[orcs]], and [[trolls]]. Designed as a counterpart to the [[Paladin]], the shaman class was once unavailable to the [[Alliance]]. This was said to create much trouble in developing both classes since they needed to be balanced against each other. The release of ''The Burning Crusade'' expansion introduced the shaman to the [[Alliance]] through the [[draenei]] while the [[Horde]] gained access to the [[blood elf]] [[Paladin]], thus making it possible for both classes to be developed independent of each other.
 
   
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*{{NPC|Alliance|Sergeant Parker}}
In parties, shamans make the quintessential fifth member; supplementing the others with powerful buffs (using their totems and shields) along with healing or damage on par with other, more specialized classes. Shamans have the ability to resurrect themselves once every 30 minutes (which can be reduced with talent points to once every 15 minutes) using their {{ability|Reincarnation}} ability. In addition to its uses within a fight, this, in combination with their ability to resurrect other players, makes shamans a viable utility for [[wipe recovery]].
 
  +
*{{NPC|Alliance|Commander Stevens}}
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*{{NPC|Alliance|Marshal Fallows}}
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*{{NPC|Alliance|2nd Lieutenant Wansworth}}
   
  +
==Reputation==
Originally, shamans were supposed to be capable of [[tank]]ing through the [[enhancement]] [[talent tree]].<ref>http://www.worldofwarcraft.com/info/underdev/shaman.html</ref> However, their lack of heavy [[plate]] armor and the various changes made to their talent trees over time have phased out their tanking potential in favor of [[healer|healing]] and [[damage dealer|damage dealing]]. While most shamans are capable of adequately tanking instances prior to reaching level 60, higher level areas and instances require tanks to have stronger passive defenses and damage mitigation than shamans have, despite their versatility and healing abilities.
 
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Reputation through Exalted with the Baradin Wardens can be gained via killing bosses in [[Baradin Hold]] and daily quests distributed in 2 quest hubs.
[[File:Grennanstormspeaker.jpg|thumb|Tauren shaman]]
 
   
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There are 34 daily quests in total but players can complete a maximum of 18 of them in various combinations.
== Notable shamans ==
 
  +
<br>22 quests in [[Tol Barad Peninsula]] of which 6 are available and can be completed daily.
{|class="darktable sortable"
 
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<br>12 quests in [[Tol Barad]] of which 3 are available every time Alliance controls the area and the rest 9 depending on the random NPC (one NPC with 3 quests at a time).
|-
 
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<br>All quests reward 250 Baradin's Wardens reputation points with the exception of those marked with (#) rewarding 350 points.
!Name!!Role!!Status!!Location
 
|-
 
|{{Horde}}{{RaceIconExt|Drek'Thar}} [[Drek'Thar]]
 
|Chieftain and Elder Shaman of the Frostwolf Clan
 
|Alive
 
|[[Frostwolf Keep]], [[Alterac Valley]]
 
|-
 
|{{Horde}}{{RaceIconExt|Magatha}} [[Magatha Grimtotem]]
 
|Elder of the [[Grimtotem Clan]]
 
|Alive
 
|[[Elder Rise]], [[Thunder Bluff]]
 
|-
 
|{{Neutral}}{{RaceIconExt|Ner'zhul}} [[Ner'zhul]]
 
|The [[Lich King]]
 
|Unknown
 
|Unknown
 
|-
 
|{{Alliance}}{{RaceIconExt|Nobundo}} [[Farseer Nobundo]]
 
|Draenei [[far seer]]
 
|Alive
 
|[[The Crystal Hall]], [[Exodar]]
 
|-
 
|{{Horde}}{{RaceIconExt|Rehgar}} [[Rehgar Earthfury]]
 
|Advisor to [[Warchief Thrall]]
 
|Alive
 
|Unknown
 
|-
 
|{{Horde}}{{RaceIcon|Troll|Male}} [[Rokhan]]
 
|Horde scout
 
|Alive
 
|[[Dragon's Fall]], [[Dragonblight]]
 
|-
 
|{{Horde}}{{RaceIconExt|Thrall}} [[Thrall]]
 
|[[Warchief of the Horde]]
 
|Alive
 
|[[Grommash Hold]], [[Orgrimmar]]
 
|-
 
|{{Neutral}}{{RaceIconExt|Zuluhed}} [[Zuluhed the Whacked]]
 
|Chieftain of the [[Dragonmaw clan]]
 
|Deceased (lore), Killable (WoW)
 
|[[Dragonmaw Fortress]], [[Shadowmoon Valley]]
 
|}
 
   
  +
''Note on '''No-Tag Quests''': This means that even if the NPC is tagged by another player and combat is in progress, if you help the other player by dealing some amount of damage to the NPC, the quest objectives will be completed.''
==Shaman organizations==
 
*{{factionIcon|Neutral|Small}}[[Earthen Ring]]: A group of shamans employing all races connected to the elemental spirits, including [[orc]]s, [[tauren]]s, [[troll]]s, [[mag'har]], [[broken]], [[lost one]]s, [[draenei]] and even a few of the [[Wildhammer]] [[dwarf|dwarves]].
 
*{{factionIcon|Alliance|Small}} Unnamed Draenei shaman brotherhood led by [[Farseer Nobundo]].
 
   
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The first quest hub is located in the [[Tol Barad Peninsula]] (Northern Island, contested area), the [[Baradin Base Camp]] located at {{co|72.4|58.8|Tol Barad Peninsula}}.
==Races==
 
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<br>Players can be transferred either by the portal from [[Stormwind]] (Eastern Earthshrine, {{co|73.2|18.4|Stormwind}}) or with the use of mage class teleports and portals.
{{main|Shaman races}}
 
   
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{{NPC|Alliance|Commander Marcus Johnson}}
The shaman class can be played by the following races:
 
   
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* [[Quest:Claiming The Keep (Alliance)]] (250 rep)
<!-- Record the stats by checking in-game, after taking any armor/shield off -->
 
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* [[Quest:Leave No Weapon Behind (Alliance)]] (250 rep)
{| class="darktable" style="text-align: center;"
 
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* [[Quest:Not The Friendliest Town (Alliance)]] (250 rep)
|-
 
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* [[Quest:Teach A Man To Fish.... Or Steal (Alliance)]] (250 rep)
! colspan="2" | Race !! Strength !! Agility !! Stamina !! Intellect !! Spirit !! Armor !! Health !! Mana
 
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* [[Quest:Walk A Mile In Their Shoes (Alliance)]] (250 rep)
|-
 
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! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Draenei}} {{bc-inline}}
 
  +
{{NPC|Alliance|Lieutenant Farnsworth}}
| 22 || 17 || 21 || 21 || 24 || 34 || 59 || 90
 
|- class="alt"
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Wildhammer Dwarf}} {{cata-inline}}
 
| 22 || 16 || 23 || 22 || 21 || ? || ? || ?
 
|-
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Goblin}} {{cata-inline}}
 
| 18 || 22 || 21 || 24 || 20 || ? || ? || ?
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Orc}}
 
| 24 || 17 || 22 || 18 || 24 || 34 || 69 || 73
 
|-
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Tauren}}
 
| 26 || 16 || 22 || 17 || 24 || 32 || 70 || 72
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Troll}}
 
| 22 || 22 || 21 || 17 || 23 || 44 || 59 || 72
 
|}
 
   
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* [[Quest:Finish The Job (Alliance)]] (250 rep)
Until ''[[The Burning Crusade]]'', the shaman class was exclusive to [[Horde]], as the [[Paladins]] were exclusive to [[Alliance]]. The balance of power has been partially upheld, however; only one Alliance race can play shamans, just as only one Horde race can play as Paladins. Note that come ''[[Cataclysm]]'', Two Horde races (Tauren and Blood Elf) will be able to be Paladins where as two Alliance races (Draenei and Ironforge Dwarf) will be able to be shamans.
 
  +
* [[Quest:First Lieutenant Connor (Alliance)]] (250 rep) '''(no-tag quest)'''
  +
* [[Quest:Magnets, How Do They Work? (Alliance)]] (250 rep)
  +
* [[Quest:Salvaging the Remains (Alliance)]] (250 rep)
  +
* [[Quest:The Forgotten (Alliance)]] (250 rep)
   
  +
{{NPC|Alliance|Sergeant Gray}}
Each [[Race]] has its own distinct advantage, no matter its class; consequently, many players who wish to play shamans factor in the advantages and abilities of the various races when starting their characters. Some prefer [[tauren]] for their {{ability|Warstomp}} racial ability, as shamans themselves do not possess any ability to stun. Others prefer [[orcs]] as stun effects don't last as long when used against them, which is helpful versus a rogue, as well as against a [[shadow priest]]; likewise, the orcs' {{ability|Blood Fury}} racial ability can be very useful for a shaman because they get a bonus to both their melee attacks and spell damage. Both of these abilities are very useful in [[PvP]]. Still others enjoy playing [[trolls]] because of their {{ability|Da Voodoo Shuffle}} and {{ability|Berserking}} powers, and the {{ability|Beast Slaying}} bonus which can allow them to level more quickly. Players looking for a boost in healing for [[PvE]] or [[PvP]] may find that the [[draenei]]'s usable racial ability, {{ability|Gift of the Naaru}} is an effective heal over time spell that can be cast on oneself or on another player at no mana cost. In the end, the choice of race is up to the player, and often comes down to a matter of aesthetics more than anything else. As long as the player enjoys the race they have chosen, many will simply ignore the mathematics.
 
   
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* [[Quest:Bomb's Away! (Alliance)]] (250 rep)
==Talent trees==
 
  +
* [[Quest:Cannonball! (Alliance)]] (250 rep)
[[File:ArtDraeneiShaman.jpg|thumb|right||[[Draenei]] shaman]]
 
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* [[Quest:Ghostbuster (Alliance)]] (250 rep)
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* [[Quest:Taking the Overlook Back (Alliance)]] (250 rep) '''(no-tag quest)'''
  +
* [[Quest:WANTED: Foreman Wellson (Alliance)]] (250 rep)
  +
* [[Quest:Watch Out For Splinters! (Alliance)]] (250 rep)
   
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{{NPC|Alliance|Camp Coordinator Brack}}
====Elemental====
 
The elemental tree focuses on the shaman's offensive spell casting ability. It decreases the mana cost and casting time of spells via talents while increasing their damage and critical strike chances.
 
   
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* [[Quest:A Sticky Task (Alliance)]] (250 rep)
The 31 point talent ability is [[Elemental Mastery]], a self buff usable every three minutes that gives you a 15% increase to haste that lasts for 15 seconds. The 41 point talent is [[Totem of Wrath]], a totem which increases the raid's spell power, and makes any enemies in it's radius more likely to be critically hit. The 51 point talent, introduced in [[Wrath of the Lich King|WotLK]] talent is [[Thunderstorm]], a [[Area of Effect|AOE]] spell around the shaman that both restores mana, and knocks all nearby enemies back.
 
  +
* [[Quest:Boosting Morale (Alliance)]] (250 rep)
  +
* [[Quest:Captain P. Harris (Alliance)]] (250 rep)
  +
* [[Quest:Rattling Their Cages (Alliance)]] (250 rep)
  +
* (#) [[Quest:Shark Tank (Alliance)]] (350 rep)
  +
* [[Quest:Thinning the Brood (Alliance)]] (250 rep)
   
Overall, elemental is the best build for shamans who want to maximize their damage output with their spells.
 
   
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The second quest hub is in [[Tol Barad]] in the PvP area of Tol Barad located at {{co|51.2|49.3|Tol Barad}}.
====Enhancement====
 
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<br>'''Only when Alliance controls the area, the NPCs are present.'''
By spending talent points in the Enhancement tree, a shaman greatly increases their melee damage output.
 
  +
<br>Sergeant Parker will be always present, Commander Stevens, Marshall Fallows and 2nd Lieutenant Wansworth rotate for the quests giving 350 reputation.
   
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{{NPC|Alliance|Sergeant Parker}}
Signature talents of this tree include [[Dual Wield (shaman talent)|Dual Wield]], giving shamans the ability to dual wield 1H-Weapons, [[Lava Lash]], an instant attack that deals more damage if the offhand weapon is enchanted with [[Flametongue Weapon]], [[Stormstrike]], which allows the shaman to hit with both weapons at once, also causing the target to take more nature damage from the shaman in the next 2 hits. Finally, their 51 point talent, [[Feral Spirit]], enhancement shamans summons a pair of immensely powerful wolves which add a huge amount to the shaman's DPS while active, as well as healing the shaman with each strike.
 
   
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* [[Quest:A Huge Problem (Alliance)]] (250 rep) '''(no-tag quest)'''
====Restoration====
 
  +
* [[Quest:Swamp Bait (Alliance)]] (250 rep)
The restoration tree focuses on the shaman's healing capability, reducing the casting time and mana cost of healing spells, while increasing their effectiveness. Restoration shamans are well suited for any healing situation in the game. On top of that they offer good utility (like Mana Regeneration by [[Mana Tide Totem]]), and the best multi-target heal spell in the game ([[Chain Heal]]), giving them excellent potential as raid-wide healers. The 41 point talent [[Earth Shield]] acts as a very mana-efficient single-target [[HoT]] with a long duration. The 51 point talent, [[Riptide]] give the shaman an instant cast heal and a [[HoT]].
 
  +
* [[Quest:The Leftovers (Alliance)]] (250 rep)
   
  +
{{NPC|Alliance|Commander Stevens}}
This tree is highly useful in PvP and group PvE, the only drawback being the rather low damage output, so solo play is more difficult. In return, a restoration shaman hardly ever dies while questing/soloing.
 
   
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* (#) [[Quest:Clearing the Depths (Alliance)]] (350 rep)
;'''See also:'''
 
  +
* (#) [[Quest:Learning From The Past (Alliance)]] (350 rep)
:[[Shaman talents]]
 
  +
* (#) [[Quest:The Imprisoned Archmage (Alliance)]] (350 rep) '''(no-tag quest)'''
:[[Shaman builds]]
 
   
  +
{{NPC|Alliance|Marshal Fallows}}
==Equipment==
 
[[File:orcshaman.JPG|thumb|Orc shaman]]
 
[[File:Shaman Concept.gif|thumb|Shaman concept art]]
 
   
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* (#) [[Quest:Food From Below (Alliance)]] (350 rep)
Shamans can wear [[leather]] armor at the start of the game and can train to wear [[mail]] gear after level 40. It is not uncommon for many shamans take up [[leatherworking]] as a profession because there is some mail armor that can be made. Additionally, the Dragonscale Leatherworking specialization can make several mail armor items with stat bonuses that are very beneficial to the shaman class.
 
  +
* (#) [[Quest:Prison Revolt (Alliance)]] (350 rep)
  +
* (#) [[Quest:The Warden (Alliance)]] (350 rep) '''(no-tag quest)'''
   
  +
{{NPC|Alliance|2nd Lieutenant Wansworth}}
Shamans can use one-handed maces with shields and staves by default, and can train daggers, fist weapons, one-handed axes, and two-handed axes and maces (as of Patch 2.3) by visiting a trainer. Post-patch 2.0, enhancement shamans can [[dual wield]].
 
   
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* (#) [[Quest:Cursed Shackles (Alliance)]] (350 rep)
After reaching level 40, a shaman can learn to wear mail armor from their trainer. For shaman casters, the [[Turtle Scale collection]] available from [[Leatherworker]]s is good, other items such as the [[Chain of the Scarlet Crusade]] are better for melee shamans. Introduced in Patch 4.0.1, shamans will benefit from [[Armor Specialization#Shaman|Mail Specialization]], receiving a bonus for only wearing mail armor.
 
  +
* (#) [[Quest:D-Block (Alliance)]] (350 rep)
  +
* (#) [[Quest:Svarnos (Alliance)]] (350 rep) '''(no-tag quest)'''
   
  +
One of Commander Stevens, Marshal Fallows and 2nd Lieutenant Wansworth spawn randomly everytime the battle ends and Alliance controls the area.
There are a number of [[end-game]] gear sets for shamans to use ranging from [[tier 1]] to [[tier 10]]. There are also sets for PvP and all these sets can be found on the [[Shaman sets]] page.
 
   
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Completion of all possible daily quests (18) will give a daily reputation gain of 5400 points and requires less than 8 days to reach exalted status (not Human racial, no guild perks)
Shamans, along with Druids, Paladins, and Death Knights, do not have a traditional ranged item slot, benefiting instead from a [[relic]] item slot introduced in Patch 1.10. Shaman relics are refered to as [[Totem_(relic)|totems]], and can take the place of the Shaman's four totems as of Patch 3.0.2. Prior to Patch 4.0.1 relics enhanced class abilities, but have instead been changed to be more similar to ranged items, having stats and gem sockets.
 
   
  +
==Rewards==
;'''See also:'''
 
  +
{{:Quartermaster Brazie}}
:[[Enhancement gear BC]]
 
:[[Wrath healing equipment (mail)]]
 
:[[Shaman tactics]]
 
   
==Attributes==
+
==Patch changes==
  +
*{{Patched|date=2011-01-05|note=The number of guard spawns has been increased for both Horde and Alliance base camps, with guards now surrounding the edges of each camp. Both Alliance and Horde guards use all abilities that the Furious Hyjal Warden uses and will attack with ranged abilities when unable to find a path, or at a distance. Guards are also immune to taunt effects. In addition, Hellscream and Baradin Guards now respawn more quickly.|link=http://us.battle.net/wow/en/blog/1232869}}
{{ood|reason=4.0 changes everything!}}
 
  +
*{{Patched|date=2011-01-04|bluenote=Baradin Guards now correctly attack Horde players which enter their aggro radius or attack them.|link=http://us.battle.net/wow/en/blog/1232869}}
See the main article [[Attributes]]. This breaks down specifically for shamans as follows [http://forums.worldofwarcraft.com/thread.aspx?fn=wow-shaman&t=36420&tmp=1#post36420]:
 
  +
*{{Patch 4.0.3a|note=Added.}}
 
* At level 70, it takes 40 agility to gain 1% to critical strike chance.
 
* At level 70, it takes 22 critical strike rating to gain 1% to critical strike chance.
 
* Your level's worth of agility will increase your chance to dodge by about 3% (e.g., +60 agility will give a level 60 shaman +3% to dodge).
 
* Every point of agility provides 1 melee [[attack power]] (e.g., +70 agility will give any shaman +70 [[AP]]).
 
** This means that every 14 agility provides 1 additional [[damage per second]] (e.g., +140 agility will give any shaman +10 [[DPS]]).
 
* Every point of strength provides 1 melee [[attack power]] (e.g., +70 strength will give any shaman +70 [[AP]]).
 
** This means that every 14 strength provides 1 additional [[damage per second]] (e.g., +140 strength will give any shaman +10 [[DPS]]).
 
* Every point of strength increases the amount of damage you [[block]] with a [[shield]].
 
 
* Every point of intellect adds 15 mana ([[MP]]).
 
* Your level's worth of intellect will increase your chance to crit with spells by about 1% (e.g., +60 intellect will give a level 60 shaman +1% to crit with spells; at level 70 it takes +70 int.)
 
 
* Every point of stamina adds 10 health ([[HP]]).
 
 
* Every 10 points of spirit regenerates 1 mana per second. This can also be described as "five spirit yields 1 mana per tick" or "2 spirit restores 1 [[mana per five seconds]]" ([[MP5]]). ''See also [[Formulas:Mana Regen]].''
 
 
* Every 18 spirit increases health regeneration by 1 health per second (i.e., 9 spirit restores 1 point of health per tick).
 
 
* As of [[patch 3.0]] every point of [[Intellect]] provides 1 [[attack power]] with the talent [[Mental Dexterity]] (e.g., +70 intellect will give the shaman +70 [[AP]])
 
 
==Abilities==
 
====Totems====
 
[[Shaman totem|Totems]] are unique to the shaman, and must be obtained by completing certain quests. Each Totem corresponds with one of four element (Earth, Fire, Water, Wind) and only one of each elemental type can be used at a time. Once a totem is put down, it cannot be moved, but a new totem can always be summoned to replace it.
 
 
With the spell [[Totemic Recall]] (available at level 30), shamans can instantly remove all of their totems for no mana and receive 25% of the mana spent on the totems back. However, as of 2.4, shamans who have not yet reached level 30 (and therefore have not yet trained the spell 'Totemic Recall') will see "Totem Timers" below their character portraits. As with buffs, a simple right-click to the "Totem Timer" icon, and the totem will be destroyed with no mana gain.
 
 
* See the [[shaman totem]]s page for complete list of totems, and additional details.
 
 
====Spells====
 
[[Shaman abilities|Shaman spells]] include direct damage spells, heals, and weapon buffs among others. Their spells are mostly based on the elements.
 
 
==== Talents ====
 
[[Shaman talents]] are split into 3 categories:
 
 
* '''Elemental''' — improvements in offensive spells and offensive totems.
 
* '''Enhancement''' — improvements in melee related skills and enhancement totems.
 
* '''Restoration''' — improvements in healing and restoration totems.
 
 
Talent builders can be found at [http://www.worldofwarcraft.com/info/classes/shaman/talents.html Official Blizzard site], [http://wowden.com/tools/talent-calculator.php WoW Den's Talent Calculator], [http://www.worldofwar.se/talents/talents.php?class=Shaman WorldofWar.se], [http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=9 WoW Vault], [http://www.thottbot.com/?ti=Shaman ThottBot], [http://talentcalculator.merciless-gilde.com/?class=7&lang=en Merciless], [http://www.wowhead.com/?talent=h Wowhead].
 
 
Shaman also are graced with {{ability|Astral Recall}}, a second hearthstone which sits on a seperate cooldown that is half as long as a traditional Hearthstone.
 
 
===Weapons===
 
====Starting====
 
* [[Mace]]s ([[one-handed|1-handed]])
 
* [[Staff|Staves]] ([[two-handed|2-handed]])
 
* [[Shield]]s ([[off-hand]])
 
 
====Trainable==== <!-- you don't train now do you? You know all of these right from level one? -->
 
* [[Dagger]]s ([[one-hand|1-handed]])
 
* [[Fist Weapon]]s ([[one-hand|1-handed]])
 
* [[Axe]]s ([[one-hand|1-handed]])
 
* [[Mace]]s ([[two-hand|2-handed]])
 
* [[Axe]]s ([[two-hand|2-handed]])
 
[[Two Handed]] [[Mace]]s and [[Axe]]s were originally a 10-point talent (''Two-handed Axes and Maces'') for Enhancement, but became trainable proficiencies in Patch 2.3.
 
 
==== Talent-based enhancements ====
 
*Offhand weapons ("Dual Wielding")
 
 
====Cannot use====
 
*[[Sword]]s ([[one-hand|1-handed]] or [[two-hand|2-handed]])
 
*[[Polearm]]s
 
*Ranged weapons ([[wand]]s, [[bow]]s, [[thrown|throwing weapon]]s, [[crossbow]]s, [[gun]]s)
 
 
'' '''Note:''' the inability of shamans to use ranged weapons makes the [[Troll|Troll's]] Throwing Weapon Specialization and Bow Specialization racial traits worthless for them.''
 
 
==End-game expectations==
 
Totems are a major part of the end game and knowing what totems will benefit the shaman's group members best in different situations is all part of the strategy involved in playing a shaman. With the versatility that comes with a shaman you will always be the one patching up on various issues that your group might run into. If your party runs into an encounter which is very [[DPS]] heavy, you will find yourself supporting DPS, occasionally throwing in a [[heal]] if needed. The same goes for encounters that require lots of healing.
 
 
A shaman's role in parties and raids will vary depending on how they choose to spend their talent points and equip themselves, as some of the shaman's versatility is diminished if they focus heavily on one tree. For example, a shaman who has specced [[Shaman talents#Enhancement|enhancement]] (and geared accordingly) may have problems healing, due to the lack of crucial intellect/+healing/[[MP5]] bonuses on their gear which [[Shaman talents#Restoration|restoration]] requires, but will greatly enhance melee group DPS in raids (enhancing warriors, rogues, and feral druids via [[Windfury Totem]], and all physical damage classes via [[Unleashed Rage]] and [[Strength of Earth Totem]]). On the other hand a restoration shaman gets very little benefit from going melee due to the lack of +hit/+[[attack power]], whereas [[Shaman talents#Elemental|elemental]] shamans can cast ranged DPS and still cast the occasional support heal (and possibly main heal any 5-man instance), still getting the bonuses (in most cases) from +heal/+spell damage.
 
 
Specialization is all a matter of preference. Some shamans choose to go restoration, some elemental, and others enhancement. No matter which tree they follow, there are a lot of abilities that will benefit raid/party DPS, protection and healing. Patch 2.0 (just prior to [[Burning Crusade]]) added such talents as [[Totem of Wrath]], and [[Unleashed Rage]] (depending on whatever you wish to go [[Melee]] or [[Caster]] shaman), so although you may not be the number one DPS class or number one healing class, your choice of playstyle and talents will greatly benefit the classes who do heavy DPS and/or heals, leading to an overall successful achievement in the end.
 
 
* Remember that the beauty of the shaman is its versatility, and even though you tend to go one way with talents, remember that you still have access to the rest of your spells and abilities.
 
 
== Wrath of the Lich King Changes {{wotlk-inline}} ==
 
;Itemization
 
Shamans now receive one point of [[attack power]] from both [[strength]] and [[agility]]. Additionally, every point of [[intellect]] provides one [[attack power]] with the talent [[Mental Dexterity]]. Also, critical [[rating]] and spell critical rating, as well as hit rating and spell hit rating, have each been condensed into a single stat.
 
 
;Totems
 
Totems have been "condensed" into a smaller amount of totems, for example [[Grace of Air Totem]] was removed and its agility bonus was merged into [[Strength of Earth Totem]]. Totems were moved to physical school and cannot be counterspelled. Most totems now also affect raid members, not just the local party.
 
 
;Weapon enchants
 
A new weapon enchantment has been added, [[Earthliving Weapon]]. It increases the healing power of the shaman. [[Flametongue Weapon]] now gives spell damage bonus to the shaman.
 
 
The effect of the [[Windfury Totem]] is not a weapon enchant anymore and has been changed to a buff granting melee haste.
 
 
;Hex
 
Shamans were given [[Hex]], a polymorph spell with a 45 second cooldown allowing them to turn an enemy into a frog. The enemy cannot cast or attack but is still in control of his character. It will last up to 10 seconds on PvP targets with diminishing returns, similar to other [[crowd control]], or up to 30 seconds on monsters.
 
 
;Unleashed Rage
 
Unleashed Rage affects the raid, not just the party.
 
 
;Wind Shear
 
Shamans now have [[Wind Shear]], a [[threat]]-reducing spell that does no damage but has an interrupt effect, eventually replacing the interrupt mechanic of Earth Shock. It is not affected by the global cooldown and, as of patch 3.2, no longer shares a cooldown with Shock spells.
 
 
;Water Shield
 
Water Shield got moved to an earlier level and has more ranks now.
 
 
;Lava Burst
 
The Lava Burst spell was added at level 75 in the elemental tree.
 
 
;Earth Shock
 
As of patch 3.2 the Earth Shock spell was changed from interrupting spellcasting for 2 seconds, to increasing time between attacks by 10% for 8 seconds.
 
 
==Cataclysm changes {{Cata-inline}}==
 
===General preview===
 
{{bluepost
 
| poster = Nethaera
 
| title = Cataclysm Class Preview: Shaman
 
| date = 04/07/2010 09:00:08 AM PDT
 
| body = In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.
 
 
====New Shaman Spells====
 
 
'''{{ability|Primal Strike}} (available at level 3)''': Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.
 
 
'''{{ability|Healing Wave}} (level 4)''': While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed {{ability|Greater Healing Wave}}, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. {{ability|Lesser Healing Wave}} and Greater Healing Wave will be used on a more situational basis.
 
 
'''{{ability|Unleash Elements}} (level 81)''': Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.
 
 
Here are a few examples of effects we're considering for this ability:
 
 
* {{ability|Windfury Weapon}} – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
 
* {{ability|Flametongue Weapon}} – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
 
* {{ability|Earthliving Weapon}} – Heals the target slightly and buffs the shaman's next healing spell by 20%.
 
 
'''{{ability|Healing Rain}} (level 83)''': An [[AoE|area-effect]] [[HoT|heal-over-time]] (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.
 
 
'''{{ability|Spiritwalker's Grace}} (level 85)''': When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it's necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.
 
 
====Changes to Abilities and Mechanics====
 
 
In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
 
 
* Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
 
* We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have {{ability|Cleanse Spirit}} as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
 
* {{ability|Cleansing Totem (shaman ability)|Cleansing Totem}} will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.
 
* {{ability|Totem of Wrath}} now will replace {{ability|Flametongue Totem}} for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop {{ability|Searing Totem|Searing}}, {{ability|Magma Totem|Magma}}, or {{ability|Fire Elemental Totem}}s without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's {{ability|Demonic Pact}}, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.
 
* We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of {{ability|Lava Lash}} so shaman have time to work other interesting abilities into their rotation.
 
 
====New Talents and Talent Changes====
 
 
* {{ability|Elemental Reach}} will be simplified so shaman have a more consistent spell range.
 
* We plan to add {{ability|Earthquake}} as a deep Elemental talent for targeted and persistent AoE.
 
* {{ability|Spirit Link}} will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
 
* Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their [[Hit rating]].
 
* {{ability|Ancestral Knowledge}} will boost mana pool size, not Intellect.
 
* {{ability|Enhancing Totems}} will be replaced with {{ability|Focused Strikes}}, which will improve the damage of the new spell {{ability|Primal Strike}} and {{ability|Stormstrike}}.
 
* With the [[Mastery]] system, we're also considering removing a number of talents that grant passive bonuses, such as {{ability|Mental Quickness}}, {{ability|Improved Windfury Totem}}, {{ability|Mental Dexterity}}, {{ability|Call of Thunder}}, {{ability|Tidal Mastery}}, {{ability|Purification}}, {{ability|Nature's Blessing}}, and others, to allow players more freedom to choose more interesting talents.
 
 
====Mastery Passive Talent Tree Bonuses====
 
 
;Elemental
 
#Spell damage
 
#Spell Crit
 
#Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.
 
 
;Enhancement
 
#Melee damage
 
#Melee Haste
 
#Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.
 
 
;Restoration
 
#Healing
 
#Meditation: The amount of mana you regenerate in combat as a function of your Spirit.
 
#Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.
 
 
Also of note, you only get one set of passive talent tree bonuses: the tree in which you’ve spent the most points. Sub-speccing in another tree will not net you those bonuses in addition.
 
 
Last but not least, it's the intention of Primal Strike to let shaman play as an Enhancement at low levels. Currently when leveling in this spec, you end up just using Lightning Bolt a lot so you feel like an Elemental shaman instead. At a higher level, Primal Strike gets replaced by Storm Strike. They share a cooldown so Enhancement just won’t ever use Primal Strike after that, in the same way that Prot warriors don’t use Sunder Armor once they have Devastate or Feral druids don’t use Claw once they get Mangle.<ref>{{ref web|url=http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1&pageNo=20#394|title=Re: Cataclysm Class Preview: Shaman|author=Nethaera|date=04/07/2010 10:27:44 AM PDT|accessdate=2010-04-08}}</ref>
 
 
We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
 
| link = http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1
 
}}
 
 
===Q&A===
 
{{Bluepost|poster=Nethaera|title=Re: Cataclysm Class Preview: Shaman|date=04/07/2010 12:21:14 PM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1&pageNo=37#735|body=
 
We know there are a lot of additional questions and we'll do our best to answer what we can. Keep in mind, this is merely a preview of things to come.
 
 
;Will Maelstrom Weapon include Lava Burst?
 
:That’s the plan currently.
 
 
;How can Elemental Overload proc Lava Burst when Lava Burst already hits so hard in PvP?
 
:We’re going to change almost every number in Cataclysm to adjust for everything from single ranks of spells to larger health pools to new combat ratings. With much higher health pools, hopefully burst damage will go back to being a tool and not the only way to win matches.
 
 
;What happens to the Lightning Overload talent?
 
:It provides a bonus to Elemental Overload.
 
 
;Elemental doesn’t want to drop Searing Totem at range. We want to drop Magma Totem.
 
:Searing Totem needs to do more single-target damage than Magma. That said, if we’re happy with the ability to occasionally place totems at range there is no reason it couldn’t apply to any totem. Imagine, “After using this spell, the next totem you drop will appear at the feet of your target.”
 
 
;Will Elemental have to spend talent points just to get the Spirit to hit conversion?
 
:It will be bundled with another attractive talent, such as Elemental Precision.
 
 
;Will Unleash Weapon work with Frostbrand?
 
:Yes. We just provided some examples.
 
 
;Is Healing Rain channeled?
 
:No, it's not a channeled spell.
 
 
;Is Earthquake channeled?
 
:Probably, but we’ll see.
 
 
;Will Unleashed Weapon consume your enchants?
 
:No.
 
 
;Does the 10% spell power buff from Elemental scale with the shaman or the target’s spell power?
 
:It will scale with the target the same as Demonic Pact and other buffs that bring the same benefit.
 
 
;Are you supporting two-handed weapons for Enhancement?
 
:Once you start to get into the dual-wield talents, then Enhancement is a dual-wield tree.
 
 
;You didn’t address Enhancement survivability or mobility or X and Y!
 
:This was just a preview and is not a comprehensive list of every change. Much more will be revealed in beta and much will change during beta.
 
 
;You didn’t answer the most important shaman question! What about {{ability|Sentry Totem}}?
 
:The Cataclysm is a time of great upheaval. Deathwing’s return to Azeroth tore a hole in the fabric of the universe that tragically resulted in the ultimate and irrevocable destruction of all Sentry Totems. Level designers are contemplating a shrine for the Sentry Totem near that of Uther the Lightbringer. We know shaman players will greet this news with grief, but as with all class changes we’ll have to get into beta before anything is final.
 
 
;Please make the "nature damage" for the enhance tree "elemental damage" so our bonus for putting points in isn't only affecting our nature damage.
 
:We actually went with Nature damage for that reason. We thought all Elemental damage might end up just feeling like “damage.”; Since Nature damage is only a portion of your damage, choosing between an item with say haste versus mastery (i.e. Nature damage) might be more interesting. With a lot of mastery, you might actually favor other talents or different spell rotations. All of this just theoretical at this point and the passive talent tree bonuses are likely to see much iteration in beta.
 
}}
 
 
== Note ==
 
The shaman ([[prestige class]]) was replaced with the shaman ([[core class]]) in the ''World of Warcraft RPG''.<ref>''World of Warcraft: The Roleplaying Game Conversion Document'', 1-2</ref>
 
 
== Videos ==
 
New abilities and talents preview:<br>
 
<youtube>QGAmEhNGVow</youtube>
 
 
==See also==
 
* See [[Shamanism and nature worship]] to learn more about the shamans' beliefs.
 
* See [[List of shamans]] for named shamans from lore and in-game.
 
* [[Spell power coefficient]].
 
* A list of [[useful macros for shamans]].
 
   
 
== References ==
 
== References ==
 
{{reflist}}
 
{{reflist}}
   
==External Links==
+
==External links==
 
<!-- Read http://www.wowwiki.com/WoWWiki:External_links before posting your links here.
 
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Have a nice day. :) -->
  +
{{Elinks-faction|1177}}
  +
{{elink|link=http://franksplace.org/2010/12/world-of-warcraft-cataclysm-faction-and-reputation-rewards-guide/|site=FranksPlace.org|desc=Cataclysm Faction and Reputation Awards FAQ}}
   
  +
{{Factions}}
{{elink|type=wowus|link=http://forums.worldofwarcraft.com/board.html?forumId=10021&sid=1|desc=Forums &gt; Classes &gt; SHAMAN}}
 
  +
[[Category:Baradin's Wardens| Baradin's Wardens]]
:{{elink|type=wowus|site=Shaman forum|link=http://forums.worldofwarcraft.com/thread.html?topicId=12021519&postId=120003879&sid=1|desc=Shaman FAQ Pre-2.0 - Still decent relevance}}
 
  +
[[Category:Factions]]
:{{elink|type=wowus|site=Underdevelopment: Shaman Q&A with Ghostcrawler|link=http://www.worldofwarcraft.com/info/underdev/shaman.html|desc=June 2009, details history and future of the class for [[Patch 3.2]]}}
 
  +
[[Category:Alliance factions]]
{{elink|type=wikipedia|link=http://en.wikipedia.org/wiki/Shaman}}
 
  +
[[Category:Tol Barad]]
{{Elink|site=Shaman Balancing|link=http://homepages.nyu.edu/~ama459/|desc=Describes the numerous changes to Shaman along with other classes in immense detail}}
 
{{elink|icon=tentonhammer|site=TenTonHammer|link=http://www.tentonhammer.com/wow/guides/classes/shaman|desc=TenTonHammer's Shaman Guide}}
 
{{elink|type=wowinsider|link=http://www.wowinsider.com/category/totem-talk/|desc=Totem Talk - weekly shaman feature}}
 
{{elink|site=elitistjerks.com|link=http://elitistjerks.com/f47/t20765-shaman_enhancement/|desc=Elitist Jerks Enhancement Shaman TheoryCraft Think Tank}}
 
{{elink|site=wownolife.com|link=http://wownolife.com/forums/login.php?redirect=viewtopic.php&t=33|desc=Monakara's Guide to Shamans}}
 
{{elink|site=ShamanUsa.Informe.com|link=http://ShamanUsa.Informe.com|desc=Open Shaman Discussion (appears to require registration)}}
 
{{elink|site=WoW-Cataclysm.us|link=http://wow-cataclysm.us|desc=Cataclysm & Class Information}}
 
 
{{Classfooter|Shaman}}
 
{{WoW RPG classes}}
 
 
[[da:Shaman]]
 
[[it:Sciamano]]
 
[[pl:Shaman]]
 
[[Category:Shamans| ]]
 
[[Category:Core classes]]
 
[[Category:WoW classes]]
 
[[Category:World of Warcraft: The Roleplaying Game]]
 

Revision as of 07:17, 9 April 2011

AllianceBaradin's Wardens
BW banner
Main leader Commander Marcus Johnson, Duke Reginald Baradin II (formerly)
Race(s) HumanHuman Human
Base of operations Tol Barad Peninsula
Affiliation Kul Tiras (presumed), Survivors of nation of Tol Barad (speculated)
Quartermaster Quartermaster Brazie
Notable reward(s) Inv misc stormdragongreen [Reins of the Drake of the West Wind]

The Baradin's Wardens are the Alliance faction on Tol Barad, who are fighting the Horde-aligned Hellscream's Reach for control of the prison island.

Once led by Duke Reginald Baradin II, this fierce army has historic ties to the island stronghold of Tol Barad. They have joined the forces of the Alliance in an effort to repel the Horde invaders and gain control of this strategic island.[1]

When in control of Tol Barad, the Baradin's Wardens will offer additional daily quests.

According to an early beta screenshot of the Eastern Earthshrine, the Baradin's Wardens wore Kul Tiras tabards.[2] Since then, they now have their own tabard, making their connection with Kul Tiras uncertain. On the other hand, Tol Barad was last known to under Kul Tiras control, and are seen standing beside a Theramore banner which is heavilly based upon the Kul Tiras flag, due to the influence of Jaina Proudmoore's heritage.

Known members

Tol Barad Peninsula (Contested)

Tol Barad (PvP)

Reputation

Reputation through Exalted with the Baradin Wardens can be gained via killing bosses in Baradin Hold and daily quests distributed in 2 quest hubs.

There are 34 daily quests in total but players can complete a maximum of 18 of them in various combinations.
22 quests in Tol Barad Peninsula of which 6 are available and can be completed daily.
12 quests in Tol Barad of which 3 are available every time Alliance controls the area and the rest 9 depending on the random NPC (one NPC with 3 quests at a time).
All quests reward 250 Baradin's Wardens reputation points with the exception of those marked with (#) rewarding 350 points.

Note on No-Tag Quests: This means that even if the NPC is tagged by another player and combat is in progress, if you help the other player by dealing some amount of damage to the NPC, the quest objectives will be completed.

The first quest hub is located in the Tol Barad Peninsula (Northern Island, contested area), the Baradin Base Camp located at [72.4, 58.8]VZ-Tol Barad PeninsulaBlip.
Players can be transferred either by the portal from Stormwind (Eastern Earthshrine, [73.2, 18.4]VZ-StormwindBlip) or with the use of mage class teleports and portals.

Alliance Commander Marcus Johnson

Alliance Lieutenant Farnsworth

Alliance Sergeant Gray

Alliance Camp Coordinator Brack


The second quest hub is in Tol Barad in the PvP area of Tol Barad located at [51.2, 49.3]VZ-Tol BaradBlip.
Only when Alliance controls the area, the NPCs are present.
Sergeant Parker will be always present, Commander Stevens, Marshall Fallows and 2nd Lieutenant Wansworth rotate for the quests giving 350 reputation.

Alliance Sergeant Parker

Alliance Commander Stevens

Alliance Marshal Fallows

Alliance 2nd Lieutenant Wansworth

One of Commander Stevens, Marshal Fallows and 2nd Lieutenant Wansworth spawn randomly everytime the battle ends and Alliance controls the area.

Completion of all possible daily quests (18) will give a daily reputation gain of 5400 points and requires less than 8 days to reach exalted status (not Human racial, no guild perks)

Rewards

Quartermaster Brazie
<Baradin's Wardens Quartermaster>
Item Cost Type
Ability warrior rampage [Arcanum of Vicious Agility] 40 Tol Barad Commendation
Spell arcane arcaneresilience [Arcanum of Vicious Intellect] 40 Tol Barad Commendation
Ability warrior shieldmastery [Arcanum of Vicious Strength] 40 Tol Barad Commendation
Inv misc gem goldendraenite 01 [Greater Inscription of Vicious Agility] 80 Tol Barad Commendation
Inv misc gem bloodstone 02 [Greater Inscription of Vicious Intellect] 80 Tol Barad Commendation
Inv misc gem emeraldrough 02 [Greater Inscription of Vicious Strength] 80 Tol Barad Commendation
Friendly Inv potion 148 [Baradin's Wardens Mana Potion] 2 Tol Barad Commendation Consumable
Inv potion 142 [Baradin's Wardens Healing Potion] 2 Tol Barad Commendation Consumable
Inv misc bandage 05 [Baradin's Wardens Bandage] x20 5 Tol Barad Commendation Consumable
Inv misc baradinscommendation [Baradin's Wardens Commendation] 10 Tol Barad Commendation Token
Honored Inv misc tabard baradinwardens [Baradin's Wardens Tabard] 40 Tol Barad Commendation Tabard
Inv misc tolbaradsearchlight [Tol Barad Searchlight] 40 Tol Barad Commendation Toy
Inv jewelry necklace 37 [Baradin Footman's Tags] 40 Tol Barad Commendation Trinket
Inv misc seagullpet 01 [Rustberg Gull] 50 Tol Barad Commendation Companion
Revered Inv banner tolbarad alliance [Baradin's Wardens Battle Standard] 50 Tol Barad Commendation Battle Standard
Inv sword 2h cataclysm c 01 [Blade of the Fearless] 85 Tol Barad Commendation 2H Sword (strength)
Dagger of Restless Nights (Alliance) 85 Tol Barad Commendation Dagger (agility)
Inv axe 1h cataclysm c 01 [Ravening Slicer] 85 Tol Barad Commendation 1H Axe (agility)
Inv axe 1h cataclysm c 01 [Darkheart Hacker] 85 Tol Barad Commendation 1H Axe (strength)
Spear of Trailing Shadows (Alliance) 85 Tol Barad Commendation Polearm (agility)
Inv bow 2h crossbow cataclysm b 01 [Sky Piercer] 85 Tol Barad Commendation Crossbow (agility)
Inv mace 1h cataclysm c 03 [Shimmering Morningstar] 85 Tol Barad Commendation 1H Mace (spirit)
Insidious Staff (Alliance) 85 Tol Barad Commendation Staff (caster)
Exalted Mandala of Stirring Patterns (Alliance) 125 Tol Barad Commendation Trinket (spirit)
Inv misc platnumdisks [Mirror of Broken Images] 125 Tol Barad Commendation Trinket (resist)
Inv misc idol 05 [Impatience of Youth] 125 Tol Barad Commendation Trinket (strength)
Stump of Time (Alliance) 125 Tol Barad Commendation Trinket (caster)
Inv misc stonetablet 11 [Unsolvable Riddle] 125 Tol Barad Commendation Trinket (agility)
Inv mount spectralhorse [Reins of the Spectral Steed] 165 Tol Barad Commendation Ground mount
Inv misc foxkit [Fox Kit] 200 Tol Barad Commendation Companion
Inv misc stormdragongreen [Reins of the Drake of the West Wind] 200 Tol Barad Commendation Flying mount

Patch changes

  • Template:Patched
  • Template:Patched
  • Cataclysm Patch 4.0.3a (2010-11-23): Added.

References

External links